Book based games

ABSTRACT

The present invention provides method and apparatus for acting out a themed story using a set of play set style games, wherein each play set/game allows the user to act out a portion of the story. Accordingly, the game set may incorporate elements from a particular theme or popular cultural phenomenon, such as a book or movie. For example, each play set/game may be based on a chapter of a children&#39;s book or novel.

CROSS-REFERENCE TO RELATED APPLICATIONS

[0001] This application is based upon and claims priority under 35 U.S.C. §119(e) to the following U.S. provisional patent application, which is incorporated herein by reference in its entirety for all purposes: Serial No. 60/340,007 entitled “Book Based Games,” filed Nov. 1, 2001.

FIELD OF THE INVENTION

[0002] The present invention relates generally to board games, and more specifically to board games that resemble a book when closed, and resemble a children's playset when open. The invention also includes various rules and apparatus for playing a board game, including games having multiple levels or room-like portions.

BACKGROUND OF THE INVENTION

[0003] Examples of board games that resemble a book are disclosed in U.S. Pat. Nos. 2,221,267, 3,880,429, 4,712,673, 4,781,384, 5,356,155, 5,961,149, and 6,203,017, and examples of board games that include multiple levels or room-like portions are disclosed in U.S. Pat. Nos. 3,767,201, 3,804,416, 4,333,654, 4,534,565, 5,195,750, 5,443,268, 5,678,819 and 6,170,825, the disclosures of all of which are incorporated by reference in their entirety for all purposes.

SUMMARY OF THE INVENTION

[0004] The present invention provides a set of portable games carried in a plastic case that resemble hard-backed books. Opening each of the books unfolds the various game boards. Each game may be based on an individual chapter from a published children's book or novel.

[0005] Preferably, the housing and game board double as a play set, for use with detailed figures and environments.

[0006] The present invention further provides a method for telling a story using a plurality of play set-style games, wherein each game allows the user to act out a portion of the story.

[0007] The present invention further includes rules and apparatus for playing a board game in which players move their game pieces around a pathway collecting tokens from a plurality of stores while trying to avoid sharing a space with a commonly controlled chaser piece.

[0008] The present invention further includes rules and apparatus for playing a board game in which players move game pieces on a multi-level game board and attempt to capture target pieces while avoiding chaser pieces.

[0009] The present invention further includes rules and apparatus for playing a board game in which players move their player movers through multiple chambers trying to avoid traps and snares that send the players' player movers back to the starting space for each chamber.

[0010] The present invention further includes rules and apparatus for playing a board game in which players try to penalize their opponents by rotating and aiming a pointer at their opponents' player movers.

[0011] The present invention further includes rules and apparatus for playing a board game in which players try to penalize their opponents by rotating and aiming a pointer at their opponents' player movers before moving to a second game board.

[0012] The present invention further includes rules and apparatus for playing a board game in which players move their own game pieces and a commonly controlled chaser piece across a game board.

[0013] The advantages of the present invention will be understood more readily after a consideration of the drawings and the Detailed Description.

BRIEF DESCRIPTION OF THE DRAWINGS

[0014]FIG. 1 depicts a game set according to the present invention.

[0015]FIG. 2 depicts a housing according to the present invention in a closed configuration.

[0016]FIG. 3 is the housing of FIG. 2 in an open configuration.

[0017]FIG. 4 depicts a first exemplary embodiment of a game suitable for use in the game set of the present invention.

[0018]FIG. 5 depicts game elements suitable for use with the game of FIG. 4.

[0019]FIG. 6 depicts game elements suitable for use with the game of FIG. 4.

[0020]FIG. 7 depicts a second exemplary embodiment of a game suitable for use in the game set of the present invention.

[0021] FIGS. 8-10 demonstrate the types of movements that are available to a player mover in the game of FIG. 7.

[0022]FIG. 11 depicts a third exemplary embodiment of a game suitable for use in the game set of the present invention.

[0023] FIGS. 12-14 depict cards suitable for use with the game of claim 11.

[0024]FIG. 15 depicts a fourth exemplary embodiment of a game suitable for use in the game set of the present invention.

[0025]FIG. 16 depicts a fifth exemplary embodiment of a game suitable for use in the game set of the present invention.

[0026]FIG. 17 depicts a sixth exemplary embodiment of a game suitable for use in the game set of the present invention.

DETAILED DESCRIPTION AND BEST MODE OF THE INVENTION

[0027] The present invention further provides method and apparatus for acting out a themed story using a set of play set-style games, wherein each game allows the user to act out a portion of the story. Accordingly, the game set may incorporate elements from a particular theme or popular cultural phenomenon, such as a book or movie. In such a case, the game set may include game elements, and rules that reflect or exemplify this theme or phenomenon. Moreover, because the games double as play sets, the game set may include decorative items that are not required for play according to the rules of the game, but which are suitable for use as part of the play set.

[0028] Turning to FIG. 1, game set 10 typically includes a plurality of portable games carried in a plastic case or housing 12. As shown in FIG. 2, each of the housings may resemble a hard-backed book when in a closed configuration.

[0029]FIG. 3 depicts housing 12 in an open configuration. Typically, game 10 includes a housing 12 having an inner surface 14 and an outer surface 16. Opening each of the books unfolds the various play set-style game boards, exposing the play sets and game boards to the user, as shown in FIGS. 4-17.

[0030] A first exemplary embodiment of a game 110 suitable for incorporation in game set 10 is shown in FIGS. 4-6. Turning to FIG. 1, game 110 includes a housing 112 having an inner surface 114 and an outer surface 116. Located on inner surface 114 is a game board 118. Game board 118 includes a number of store spaces 120. A pathway 122 made up of a number of connecting spaces 124 links the store spaces to each other. Each store space 120 is typically sized to accommodate a store 126 and a set of tokens 128. As shown, pathway 122 may further include a start/finish area 130 and a chaser start area 132.

[0031] Game 110 further includes a number of playing pieces including a player mover 136 for each player, a commonly controlled chaser 138 and a random number generator, such as die 140.

[0032] As described above, game 110 may also be suitable for use as a play set, accordingly, some or all of the items used in game play may be suitable for use as part of the play set. For example, as shown in FIG. 5, each store 126 may be represented by a three dimensional replica of a store. Each store 126 may further include a receptacle 142 suitable for receiving each set of tokens 128. Examples of suitable tokens are shown in FIG. 6. As shown in FIGS. 5 and 6 and as stated above, each store 126 may be associated with a set of tokens 128. Accordingly, each store 126 may include indicia 144 that is repeated on the token 128 with which the store is associated. For example, the store shown in FIG. 5 and the token shown in FIG. 6 both include a picture of a book. As will be appreciated, any suitable indicia may be used.

[0033] In one embodiment, the present invention provides rules for using the above-described apparatus wherein players may move their game pieces around the pathway collecting tokens from each of the stores. In addition, players may move a commonly controlled chaser piece and attempt to penalize their opponent by moving the chaser piece onto a square occupied by their opponent's playing piece. Exemplary rules for a game according to this embodiment are shown below in Example I.

[0034] A second exemplary embodiment of a game 210 suitable for incorporation in game set 10 is shown in FIGS. 7-10. Typically, game 210 includes a housing 212 having an inner surface 214 and an outer surface 216. Connected to inner surface 214 are a first playing field 218 and a second playing field 220. As shown, playing field 218 may be connected to playing field 220 by supporting structures 222. Typically playing fields 218 and 220 and supporting structures 222 are connected in such a manner that the assembled pieces can be easily disassembled and reassembled.

[0035] Game 210 further includes a number of playing pieces including a player mover 226 for each player, a commonly controlled chaser 228, a commonly controlled target 230, a commonly controlled bonus target 232, and a random number generator, such as dice 234 and 236.

[0036] As shown, playing field 218 includes an upper grid 238, which creates a plurality of upper spaces 240. Playing field 220 includes a lower grid 242, which creates a plurality of lower spaces 244.

[0037] The present invention provides rules for using the above-described apparatus wherein players may move their game pieces on the first and second playing fields while capturing target pieces and avoiding the chaser piece. Typically target pieces are captured when the player mover is within a certain pre-specified range of a target piece, for example within one space. However, when a chaser piece is within a pre-specified range of a player mover, the player owning the player mover is usually assessed some type of penalty, such as having their player mover moved to a different grid.

[0038] Typically, players initially place and then move the playing pieces on the upper and lower grids by rolling the dice and moving the pieces according to the die roll. In one embodiment, grids 238 and 242 include markings denoting the x-axis 246 and y-axis 248 of each grid, thus each space on a given grid can be identified by an x,y-coordinate pair. The indicia on die 234 will typically correlate with the x-axis grid markings and the indicia on die 236 will typically correlate with the y-axis grid markings. Accordingly, when dice 234 and 236 are rolled, the result is an x-coordinate from die 234 and a y-coordinate from die 236.

[0039] A playing piece may be initially placed on a grid by rolling the dice to obtain x- and y-coordinates and placing the playing piece on the space correlating to the x- and y-coordinates rolled. In some embodiments movement of the playing piece may be effected by ascertaining the starting x- and y-coordinates of the piece, rolling the dice and moving the playing piece to a second position by selecting between the x,y-coordinate position defined by the x-coordinate from the starting position and the y-coordinate from die 236 or the x,y-coordinate position defined by the y-coordinate from the starting position and the x-coordinate from die 234. Exemplary rules for a game according to this embodiment are shown below in Example II.

[0040] A third exemplary embodiment of a game 310 suitable for use in game set 10 is shown in FIGS. 11-14. As shown in FIG. 11, game 310 includes a housing 312 having an inner surface 314 and an outer surface 316. A game board 318 is located on inner surface 314. Game 310 further includes player movers 320.

[0041] As shown, game board 318 may include a plurality of chambers 320 such as first chamber 320 a, second chamber 320 b, and third chamber 320 c. Focusing for the moment on first chamber 320 a, it can be seen that path 322 a includes a start space 324 a and a number of snare spaces 326 a, which are typically marked with some type of differentiable indicia. Likewise, second chamber 320 b includes a path 322 b having a start space 324 b and a number of snare spaces 326 b, while third chamber 320 c includes a path 322 c having a start space 324 c and a number of snare spaces 326 c. Typcially, path 322 terminates in a finish space 328.

[0042] Game 310 includes a set of cards 330 for each chamber. Thus, card set 330 a is associated with chamber 320 a, card set 330 b is associated with chamber 320 b and card set 330 c is associated with chamber 320 c. FIGS. 12, 13 and 14 show exemplary cards that may included in card sets 330 a, 330 b and 330 c, respectively. As shown, each card set includes three types of cards: safe cards 332, danger cards 334, and exchange cards 336, with each type of card being differentiable by its words or markings.

[0043] Returning to FIG. 11, game 10 may further include die 338. Die 338 may include both movement indicia 340 and draw card indicia 342.

[0044] The present invention further provides rules for using the above-described apparatus wherein players attempt to maneuver their movers across game board 318 from start space 322 a to finish space 328. Typically, players roll dice 338 and, if movement indicia 340 is rolled, move their player movers along path 320 the number of spaces indicated by the dice. If a player mover lands on a snare space, the player mover must return to the start space corresponding to the chamber in which the player mover is currently located. Alternatively, if draw card indicia 342 is rolled, a player may draw a card corresponding to the chamber in which the player's player mover is currently located. If a safe card 332 is drawn, the player may save the card and play it the next time the player's player mover lands on a snare space. Playing the safe card enables the player to avoid moving his player mover to a start space when the player mover lands on a snare space. If a danger card 334 is drawn, the player's player mover is returned to the start space corresponding to the chamber in which the player mover is currently located. If an exchange card 336 is drawn, the player may exchange the positions of two of the player movers. Exemplary rules for a game according to this embodiment are shown below in Example III.

[0045] A fourth exemplary embodiment of game 410 suitable for use with game set 10 is shown in FIG. 15. Typically, game 410 includes a housing 412 having an inner surface 414 and an outer surface 416. Game 410 further includes a game board 418, a plurality of cards 420, player movers 422, reward movers 424, and a random number generator such as dice 426.

[0046] Game board 418 typically includes a plurality of spaces 428. As shown, spaces 428 can be thought of as creating a plurality of columns 430 radiating from a central position 432. A pointer 434 is pivotally attached to central position 432 such that pointer 434 may be rotated to point down any of the columns. Spaces 428 may be divided by a plurality of barriers 436, which indicate areas that a player mover cannot move across. Game board 418 may further include a plurality of reward mover spaces 438. Moreover, game board 418 may include a finish space, which may or may not be the space in which pointer 434 is located.

[0047] As shown, pointer 434 may be located on a raised platform. This platform may include some or all of spaces 428, including the finish space.

[0048] As stated above, game 410 includes cards 420. Cards 420 typically include two different types of end game cards which are differentiable based on color, markings, or the like. Moreover, cards 420 may include any suitable cards such as a card that allows the player holding the card to roll again, a card that allows the player holding the card to take a card from an opponent, or a card that protects the player holding the card from being penalized when the pointer points at the player's player mover.

[0049] The present invention further provides rules for using the above-described apparatus wherein, players move their player movers across game board 418 trying to place their player mover and a reward mover on the same reward mover space in order to collect cards. Players must collect two different end game cards before returning to finish space 440 to win the game. In addition, during her turn, players may rotate pointer 434 and attempt to aim the pointer towards their opponent's player mover. Typically, if pointer 434 points down the column on which a player mover is located, the player controlling that player mover is penalized, for example by losing a turn. Exemplary rules for a game according to this embodiment are shown below in Example IV.

[0050] A fifth exemplary embodiment of a game 510 suitable for use in game set 10 is shown in FIG. 16. Typically, game 510 includes a housing 512 having an inner surface 514 and an outer surface 516. Located on inner surface 514 are a first game board 518 and a second game board 520, player movers 522, and a target mover 524.

[0051] First game board 518 includes a pathway 526 including a plurality of spaces 528 on which the player movers 522 may be placed. Located on pathway 526 is a pointer 530, which is typically rotatably connected to game board 518. In some embodiments, pointer 530 may be placed in an approximate geometric center of game board 518, as shown. However, it should be appreciated that pointer 530 may be placed in different locations on game board 518, as desired. First game board 518 may further include a plurality of movable blockades 532, which may be placed at various locations on game board 518, in a manner described in greater detail below. In some embodiments, game board 518 may resemble a spider web, pointer 530 may resemble a giant spider and movable blockades 532 may resemble smaller spiders.

[0052] First game board 518 may be affixed to supporting structure 534, which is adapted to raise game board 518 above inner surface 514 of housing 512. In some embodiments, supporting structure 534 may resemble tree trunks.

[0053] Second game board 520 includes a pathway 536 including a plurality of spaces 538 on which the player movers 522 and target mover 524 may be placed. In some embodiments, second game board 520 may resemble a mud path and target mover 524 may resemble a car. While not depicted in the figures, it should be appreciated that game board 520 may also include supporting structure such that it may be raised above and/or spaced apart from housing 512.

[0054] The present invention further provides rules for using the above-described apparatus wherein players move their player movers across game boards 518 and 520 and attempt to reach target mover 524. Typically, the player movers first travel along path 526, taking turns moving their player movers and rotating pointer 530. According to the rules of the game, when pointer 530 is aimed at a player mover traveling on path 526, the player controlling the player mover is penalized. In some cases, the penalty may be returning the player mover to the beginning of path 526.

[0055] Once a player mover has successfully traversed game board 518, the player mover is transferred to game board 520. Player movers travel along path 536, taking turns moving their player movers and the target mover. The first player to move their player mover onto the target mover wins the game. Exemplary rules for a game according to this embodiment are shown below in Example V.

[0056] A sixth exemplary embodiment of a game 610 suitable for use with game set 10 is shown in FIG. 17. Typically, game 610 includes a housing 612 having an inner surface 614 and an outer surface 616. Game 610 further includes a game board 618, located on inner surface 614, player movers 620, a chaser mover 622, a target 624, a set of cards 626 and a random number generator such as die 628.

[0057] Game board 618 generally includes a plurality of spaces 630 on which the player movers, chaser mover and target may be placed. Game board 618 further includes a number of draw card spaces 632, which may be marked by a color, drawings, or other suitable indicia.

[0058] The set of cards 626 may include any number of suitable cards including cards that enable or require a player to move the chaser mover, and cards that enable or require a player to move their player mover and attack the chaser mover. The cards may additionally include indicia indicating the number of spaces the movers are to be moved.

[0059] In one embodiment, the present invention provides rules for using the above-described apparatus wherein players move their individual player movers and the commonly controlled chaser mover around game board 618. Players may draw cards when they land on a draw card space 632. As stated above, the set of cards 626 may include cards that enable or require a player to move the chaser mover (chaser cards), and cards that enable or require a player to move their player mover and attack the chaser mover (attack cards). Typically, players may attack and kill the chaser by obtaining an attack card that enables the player mover to move onto the space the chaser mover occupies. Once the chaser mover is killed, players race to be the first to reach the target piece. Exemplary rules for a game according to this embodiment are shown below in Example VI.

[0060] As stated above, the game set may be based on a well-known popular culture phenomenon, such as a book or movie. Accordingly, each of the games described in the examples below is based upon and includes characters, themes, and decorations from a single chapter of the popular children's book Harry Potter and the Sorcerer's Stone, by J. K. Rowlings.

[0061] Examples of rules for games constructed in accordance with an embodiment of the present invention follow:

EXAMPLE I Harry Potter and the Sorcerer's Stone™ Diagon Alley Chapter Game

[0062] Contents

[0063] 1 Mini Game Book

[0064] 2 Hagrid & Harry Movers

[0065] 1 Malfoy Mover

[0066] 6 Stores: Gringotts, Ollivanders, Madam Malkins, Eeylops Owl Emporium, Flourish and Blotts, Apothecary

[0067] 12 Tokens: 2 Owls, 2 Cauldrons, 2 Books, 2 Wands, 2 Robes, 2 Coins

[0068] 1 Die

[0069] 5 Customer Applied Labels

[0070] Set Up

[0071] 1. Unfold game board.

[0072] 2. Affix the shop labels to the appropriate building, matching the indentation on the building with the label

[0073] 3. Place 2 School Supply Tokens in their respective buildings, matching the symbol on the Token with the name of the building.

[0074] Match them up as follows:

[0075] Apothecary: Cauldron Token

[0076] Flourish & Blotts: Book Token

[0077] Gringotts: Coin Token

[0078] Ollivanders: Wand Token

[0079] Eeylops: Owl Token

[0080] Madam Malkins: Robe Token

[0081] 4. Place the 6 buildings with their 2 Tokens on the game board, matching the Token symbols with the corresponding symbols on the game board, i.e., Place Eeylops on the Owl Symbol, etc.

[0082] 5. Place the 2 Harry/Hagrid™ movers on the Leaky Cauldron “Start” space.

[0083] 6. Place the Malfoy mover on Malfoy's Start place in the center of the board.

[0084] Object

[0085] Make your way from the Leaky Cauldron to Gringotts and collect your Money Token. Then visit each of the 5 remaining stores (in any order) and collect 1 Token from each store. The first player to collect all 6 Tokens and make it back to the Leaky Cauldron is the winner. But don't bump into Malfoy because he'll take your Token(s).

[0086] Let's Go Shopping

[0087] 1. Player with the higher roll goes first.

[0088] 2. On your turn you get to roll the die twice. The first time (1-6) is for your mover. The second roll (1-4) is for Malfoy. If you roll a 5 or 6 you can't move Malfoy. See below under “Details on the Malfoy Mover”.

[0089] 3. Move your character out of the Leaky Cauldron and head over to Gringotts, following the game path. You must collect your Gringotts Token before you can continue shopping.

[0090] 4. After you have collected your Gringotts Token, visit the other 5 stores (in any order you like) and collect 1 Token from each store. Stack your Tokens in the order in which you collect them.

[0091] 5. You must enter the stores using the staircase in front of each.

[0092] 6. You do not have to land in a store by exact count. But once you land in a store that is the end of your turn.

[0093] 7. You can only move in one direction on your turn. No doubling back.

[0094] 8. You can't share spaces on the game path. If you land on an occupied space, move to the next available space.

[0095] 9. You can share a store space.

[0096] 10. Malfoy doesn't have to land on you by exact count. See below under “Details on the Malfoy Mover”.

[0097] 11. If you bump into Malfoy or he bumps into you, he sends you back to the Malfoy Start space and you must return your most recently purchased Token to its store of origin. If you don't have any Tokens you get sent back to the Leaky Cauldron “Start” space. Malfoy always stays on the space where he caught you.

[0098] 12. You don't get your second “Malfoy” roll if Malfoy catches you.

[0099] 13. After you have collected all 6 Tokens, make your way back to the Leaky Cauldron, avoiding encounters with Malfoy. You don't have to land at the Leaky Cauldron by exact count.

[0100] 14. First player back to the Leaky Cauldron is the winner.

[0101] Details on the Malfoy Mover

[0102] 1. You move Malfoy on your second roll. You can only move him if you roll a 1, 2, 3, or 4. If you roll a 5 or 6 he stays put.

[0103] 2. Malfoy leaves his “Start” space using the stairs.

[0104] 3. Malfoy can only move in one direction, no doubling back to catch your opponent.

[0105] 4. Malfoy doesn't have to land on you by exact count. If you are in his way or he's blocking you, you're in trouble!

[0106] 5. If Malfoy catches you, return your most recently “purchased” Token to its store of origin. Malfoy stays where he is (on the space where he caught you). Place your mover on Malfoy Start space. You also forfeit your second “Malfoy” role. Play continues with the next player.

[0107] 6. The above rule also applies if you haven't yet purchased any school supplies, but do have your Gringotts Money Token. You must return your Money Token to Gringotts. Malfoy stays where he is (on the space where he caught you). Place your mover on the Malfoy Start space. You also forfeit your second “Malfoy” roll. Play continues with the next player.

[0108] 7. If Malfoy catches you but you don't have either Money or Supply Tokens, then return your mover to the “Start” space in the Leaky Cauldron. Malfoy stays where he is (on the space where he caught you).

[0109] 8. Malfoy can't enter any of the stores. But if he's waiting outside, blocking your exit, the above rules apply.

[0110] 9. You can't jump over Malfoy.

[0111] 10. You must use all of your Malfoy moves. Move Malfoy the number of spaces as indicated on the die.

EXAMPLE II Harry Potter and the Sorcerer's Stone™ Quidditch™ Chapter Game

[0112] Contents 1 Mini Game Book  1 Bludger 1 Quidditch Grid  1 Golden Snitch 1 Harry Potter Mover (Red Cloak)  1 Six-Sided Die w/numbers 1 Terence Higgs Mover (Green Cloak)  1 Six-Sided Die w/letters 1 Quaffle (Red)  4 Supports 10 Customer Applied Labels

[0113] Set Up

[0114] 1. Unfold the game board

[0115] 2. Affix 1 label to each of the four supports, 2 scoring labels onto the Quidditch grid, 1 Golden Snitch label to the corner of A and F on the lettered die, 1 and 6 on the numbered die.

[0116] 3. Place the four supports on the walls of the game, lining them up with the indications on the game board.

[0117] 4. Place the Quidditch grid on the supports. Secure firmly to supports.

[0118] 5. Both players roll the numbered die. The player with the highest roll plays with the Harry Potter mover. The other player is given the Terence Higgs mover.

[0119] 6. Starting with Harry, each player rolls both dice and places their Mover on the Qidditch Grid in the position indicated by the dice.

[0120] 7. The Harry Potter player then rolls both dice and places the Quaffle on the Quidditch Grid in the position indicated by the dice.

[0121] 8. Finally, the Terence Higgs player rolls both dice and places the Bludger on the Quidditch Grid in the position indicated by the dice.

[0122] 9. Set the Golden Snitch aside until later.

[0123] Object

[0124] Have the most points when the Golden Snitch is caught or be the first player to reach 300 points.

[0125] Let's Play

[0126] 1. The Player with the Harry Potter Mover goes first.

[0127] 2. On your move, you're attempting to get within scoring distance of the Quaffle or to avoid the Bludger. Roll both dice. You may choose to move to either the letter OR the number position on the Grid, according to your roll on the dice.

[0128] Example:

[0129] The Harry Potter Mover began play on position C-6 on the Quidditch Grid. You roll the dice and get A-4. That means that you can place the Harry Potter Mover on either A-6 or C-4.

[0130] 3. If your current position matches one of the rolls on the dice, you can choose not to move your piece.

[0131] Example:

[0132] If Harry Potter is on position D-3 and then you roll A-3 on the dice, you can choose to move Harry to A-3 or stay at D-3.

[0133] 4. After your piece has moved, move either the Quaffle or the Bludger one space in any direction except diagonally.

[0134] 5. If your Mover is within one space of the Quaffle (including diagonally), you score! Receive 10 points. You can only score once with the Quaffle on your turn.

[0135] 6. If any Mover is within one space of the Bludger (including diagonally), then that player is knocked to the ground (See THE BLUDGER below).

[0136] 7. If your mover is within one space of the Quaffle and the Bludger you score before being knocked to the ground.

[0137] 8. Any piece on the Quidditch Grid can share a space with one or more pieces. Of course, if you share a space with a Bludger, you will still get Bludgered and knocked to the ground.

[0138] 9. Play continues until the Golden Snitch is caught (See GOLDEN SNITCH below) OR a player reaches 300 points. In the unlikely event of a tie, the next player to score wins the match.

[0139] The Bludger

[0140] 1. If any Mover is within one space of the Bludger, then that Mover is knocked off his broom and down to the ground.

[0141] 2. You will notice a grid o the ground corresponding to the Quidditch grid. Place your Mover on the ground grid right underneath the space you were Bludgered.

[0142] 3. On your move, roll the NUMBERED DIE only. You may move as many spaces on the ground grid as indicated on your numbered die except diagonally.

[0143] 4. You may NOT move the Bludger, Quaffle, or Golden Snitch. You cannot score while you are on the ground grid, even if the Quaffle or Golden Snitch is right above you.

[0144] 5. You can return to the Quidditch grid by reaching any of the four corner squares (A1, A6, F1, or F6). The next move will place you on the Quidditch Grid.

[0145] 6. If you moved under the corner square with some movement still leftover from your die roll, then you can immediately move up to the corresponding square on the Quidditch Grid. You may NOT move any farther than the corner grid on your turn. However, once you are on the Quidditch Grid, you may move the Bludger or Quaffle and probably score, just like a normal turn.

[0146] Example:

[0147] Harry Potter has been Bludgered and is currently at position C-4 on the ground. On his turn, you roll a 3 on the numbered die. You move Harry to C-3, C-2, and then C-1 not quite enough to get you off the ground! But on Harry's next turn, you roll a 6! You move to B-1 and then to A-1 (a corner square). Since you have 4 “leftover” moves, you can now place Harry back on the Quidditch grid. Although you can't move Harry any more this turn, you can move the Bludger or the Quaffle as in normal play.

[0148] The Golden Snitch

[0149] 1. If two Golden Snitch symbols appear in a single dice roll, then the Golden Snitch appears on the board. The dice rolls that will do this are A1, A6, F1, and F6.

[0150] 2. When the dice indicate that the Snitch will appear, you first take your normal turn. Then, at the end of your turn, roll the dice again and place the Golden Snitch on the Quidditch Grid in the position indicated by the dice. Please note that since the Snitch came into play at the end of the turn you cannot score with it, even if it ends up appearing right next to you.

[0151] Example:

[0152] At the beginning of Harry's turn, he is at A-4 and you roll an F-6. Spotting the two Golden Snitches on the dice, you know the Snitch will show up this turn. Your turn continues as normal (you move Harry to F-4)—no sight of the Snitch yet! At the very end of the turn, after moving the Bludger or Quaffle and scoring (hopefully), you roll the dice again. An E-4! The Snitch is right next to you! Unfortunately, you can't score on the Snitch right now. It must have flown past you too quickly . . .

[0153] 3. After its initial appearance, the Golden Snitch moves on each player's move. On your move, roll both d ice as normal. You may choose to move to either the letter OR the number position on the grid. Once you have made your choice, the Golden Snitch uses the other die for its movement.

[0154] Example #1

[0155] It's the middle of the game and the Harry Potter Mover is back on position C-6 on the Quidditch Grid. The Golden Snitch is way over on F-3. You roll the dice and get A-4. If you chose to move to A-6, the Golden Snitch would then immediately move to F-4. If you chose instead to go to C-4, the Snitch would go to A-3.

[0156] Example #2

[0157] It's the middle of the game and the Harry Potter Mover is back on position E-6 on the Quidditch Grid. The Golden Snitch is way over on F-3. You roll the dice and get E-5. You choose to leave the Harry Mover on E-6 and move the Snitch to F-5, thus catching the Snitch.

[0158] 4. The Golden Snitch is caught if anyone ends up within one space of it (including diagonally). This ends the game and gives the player who caught it 150 points.

[0159] 5. Once the Golden Snitch is on the board, a roll of A1, A6, F1, or F6 will cause the Snitch to exit the board. At that point the Golden Snitch exits the Quidditch Grid at the end of the turn.

EXAMPLE IV Harry Potter and the Sorcerer's Stone™ Through the Trapdoor Chapter Game

[0160] Contents  1 Mini Game Book 1 Final Chamber Door Piece  2 Harry Potter Movers 1 Fluffy Piece 15 Skill Cards 1 Flying Keys Path  1 Six-Sided Custom Die 1 Potion Bottles Table  4 Chess Pieces 3 Customer Applied Labels: Fluffy, Final Door & Flying Keys Path  3 Card Holders

[0161] Set Up

[0162] 1. Apply the appropriate label to the following game pieces: Fluffy, Final Door & Flying Keys Path. (See diagram.)

[0163] 2. Attach the following 4 game pieces to their appropriate sections on the side of the game board: A. Flying Keys Path, B. Fluffy, C. Potion Bottles Table, D. Final Chamber Door (See diagram.)

[0164] 3. Divide the Skill Cards into three sets of 5, one set for each Chamber. The Card colors are as follows: Flying Keys—Purple, Chess Game—Red and Potion Chamber—Green.

[0165] 4. Insert each set of Skill Cards into one of the 3 cardholders. Then attach each holder onto the side of the game board, one for each Chamber. (See diagram.)

[0166] 5. Place the 4 chess pieces randomly (off the game path) in the Chess Room. These are not used in game play.

[0167] 6. Select a Harry mover and place it on the Devil's Snare™ start space.

[0168] 7. Roll the die, player with the highest roll goes first.

[0169] Object

[0170] Be the first player to successfully negotiate the Chambers and reach the Final Door leading to the Sorcerer's Stone™.

[0171] Quick Play Notes

[0172] The Die

[0173] This game contains a custom die. In place of the 1 & 6 are lightning bolt symbols, one with a single star and the other with six. If you roll:

[0174] 1 Star—Take a Skill Card from whichever Chamber you happen to be in.

[0175] 6 Star—Take a Skill Card or move 6 spaces.

[0176] The Gameboard

[0177] Players can share the same space

[0178] Game spaces in each Chamber are as follows:

[0179] Flying Keys Chamber—Each broom is a space

[0180] Chess Chamber—Each square of the Chess Board is a space

[0181] Potions Chamber—Each rock is a space

[0182] If you land on a “Snare” space, return to the start of that Chamber. (See below under “Skill Card Symbols & Snare Spaces” for more details.)

[0183] If you land on a “Snare” space but have one of the Protective Skill Cards from that chamber; play your card, move your mover ahead 1 space and return the card to the rear of the deck. (See below under “Skill Card Symbols & Snare Spaces” for more details.)

[0184] Skill Cards

[0185] Every room has its own set of 5 Skill Cards. Each Card has a symbol which gives one of 3 commands (see Below under “Skill Card Symbols & Snare Spaces” for more details).

[0186] After you have played your Skill Card, replace it to the rear of the deck.

[0187] After you have passed through a Chamber, place all Skill Cards that you have collected from that Chamber back into the rear of the deck.

[0188] If you pick a Skill Card and get swapped into another Chamber, return all your Skill Cards to the cardholder from your Chamber of origin.

[0189] Let's Play

[0190] The Following Rules Apply to Each Chamber:

[0191] 1. Select a Harry mover and place it on the Devil's Snare™ “Start” space (in front of Fluffy).

[0192] 2. Player with the highest roll goes first.

[0193] 3. Roll the die and move forward the corresponding number of spaces, following the game path.

[0194] 4. If you land on a “Snare” space go back to the first space in that particular Chamber. That is unless you have a protective Skill Card, in which case you move your mover ahead 1 space and place the card back in the rear of the appropriate deck.

[0195] 5. If you roll a lightning bolt symbol with 1 Star take a Skill Card and follow the instructions that pertain to each Chamber, as explained below.

[0196] 6. If you roll a lightning bolt symbol with 6 Stars, take a Skill Card (as above) or move 6 spaces.

[0197] 7. The first player to successfully pass through all Chambers and reach the Final Chamber Door is the winner. You don't have to reach the Final door by exact count.

[0198] Skill Card Symbols & Snare Spaces for Each Chamber

[0199] Flying Keys Chamber: Cards Flying Key Change places with the other player (play immediately) Broken Broom Go back to the first space in that Chamber (play immediately) Non-Broken Broom Hold this card—use it to protect yourself if (hold this card) you land on a broken broom symbol (Snare space) on the game path. Move your mover forward 1 space when you play this card. “Snare” Spaces Broken Broom Symbol (go back to the first space in that Chamber) CHESS CHAMBER: CARDS Upright Black Chess Piece Change places with the other player (play immediately) Fallen Chess Piece Go back to the first space in that Chamber (play immediately) Upright White Chess Piece Use it to protect yourself when you land on a (hold this card) broken symbol (Snare space) on the game path. Move your mover forward 1 space when you play this card. “Snare” Spaces Broken Tile (go back to the first space in that Chamber)

[0200] Potions Chamber: Cards Thin Bottle Change places with the other player (play immediately) Round Bottle Go back to the first space in that Chamber (play immediately) Square Bottle Use it to protect yourself when you land on a (hold this card) broken stone symbol (Snare space) on the game path. Move your mover forward 1 space when you play this card. “Snare” Spaces Broken Stone (go back to the first space in that Chamber)

EXAMPLE I Harry Potter and the Sorcerer's Stone™ Heir of Slytherin Chapter Game

[0201] Game Contents

[0202] 1 Mini Game Book

[0203] 2 Harry Potter Movers (Red and Blue)

[0204] 2 Sorting Hat Indicators (Red and Blue)

[0205] 1 Six-Sided Numbered Die (Mover Die)

[0206] 1 Six-Sided Custom Die (Basilisk Die—Symbols and Numbers)

[0207] 1 Basilisk Figure (2 Pieces)

[0208] 1 Fawkes the Phoenix Figure

[0209] 1 Stone Platform

[0210] 1 Card Holder

[0211] 2 Columns

[0212] 24 Game Cards

[0213] 3 Sword of Gryffindor Cards

[0214] 3 Basilisk Fang Cards

[0215] 6 Sorting Hat Cards

[0216] 6 Phoenix Tear Cards

[0217] 6 Basilisk Cards

[0218] Set Up

[0219] Unfold the game board.

[0220] Place the Stone Platform along one side of the board, the Card Holder on the opposite side, and the two Columns between them. (Spot #A—see diagram)

[0221] Snap the two pieces of the Basilisk (the Giant Snake) firmly onto its body in the center of the Stone Platform, and snap Fawkes onto the end of the pointer, facing the Basilisk. Position the Basilisk so it points directly at the Card Holder. (Spot #B—see diagram)

[0222] Shuffle the cards and stand them—backs toward the game board—inside the Card Holder. (Spot #C—see diagram)

[0223] Place both of the Sorting Hat Indicators on the space numbered “1”. (Spot #D—see diagram)

[0224] Both players choose one of the Harry Potter Movers and place them on the Start Space in front of the Card Holder. (Spot #E—see diagram)

[0225] Each player rolls the numbered die. Highest roll goes first.

[0226] Object

[0227] Avoid the Basilisk's Petrifying gaze as you race through the Chamber of Secrets to catch your Sorting Hat and draw a card. The first player to reach the Basilisk with both the Sword of Gryffindor Card and Basilisk Fang Card wins the game.

[0228] The Dice

[0229] This game contains two dice. The Mover Die is an ordinary six-numbered die. The Basilisk Die (the Custom die) has pictures and numbers—pictures of the Basilisk with a number from 1 to 6. Whenever you roll the Basilisk die, you rotate the Basilisk the number of spaces indicated by the die. (See diagram)

[0230] Let's Play

[0231] The Player who rolled highest goes first.

[0232] Moving Around the Chamber of Secrets

[0233] On you turn, roll both dice.

[0234] First, move your Harry Potter Mover the number of spaces rolled on the Mover Die, trying to reach your Sorting Hat. Whenever you land on your Sorting Hat, you get to draw a card.

[0235] You do not have to land on your Sorting Hat by exact count.

[0236] You cannot move diagonally, and you cannot move through a wall—you must go around it.

[0237] Movers and Sorting Hat Indicators can share the same space.

[0238] Moving the Basilisk

[0239] After you finish moving your Harry Potter Mover, you get to rotate the Basilisk clockwise or counter-clockwise the number of spaces rolled on the Basilisk Die—there are a total of 12 sections on the floor, indicated by the bricks. Every brick the Fawkes pointer moves onto counts as one space. (Spot #D—see diagram)

[0240] You must move the Basilisk the full number of spaces rolled, and you must move it in one direction. You cannot change direction until the Basilisk reaches a wall and must head back the opposite way.

[0241] At the end of its movement if the Basilisk stares down a row of spaces that either Mover is standing in, that player loses their next turn. (Spot #E—see diagram)

[0242] You cannot stop your Mover on a space where the Basilisk is staring.

[0243] You cannot move onto the Basilisk's platform until you collect the Sword of Gryffindor and Basilisk Fang cards.

[0244] Collecting Cards

[0245] Whenever you land on your Sorting Hat Indicator, draw a card. There are five types of cards:

[0246] SORTING HAT—allows you to roll again

[0247] BASILISK—when you play it on your opponent, you get to draw one card from their hand without looking and place it in the discard pile beside the game board. (If you use all the cards, re-shuffle the discard pile and return the cards to the Card Holder).

[0248] PHOENIX TEAR—if you play this card when the Basilisk points at you, you do not lose a turn but can move normally.

[0249] SWORD OF GRYFFINDOR—one of two cards you need before you can attach the Basilisk.

[0250] BASILISK FANG—one of two cards you need before you can attach the Basilisk.

[0251] Whenever you draw a card and finish moving the Basilisk, your opponent takes your Sorting Hat Indicator and can move it to any other numbered space on the board, forcing you to chase it to get your next card.

[0252] You can only play your cards after you finish moving, and you can play as many during your turn as you want.

[0253] Defeating the Basilisk

[0254] The first player who collects a Sword of Gryffindor Card and Basilisk Fang Card then reaches the space that the Basilisk sits in wins the game.

EXAMPLE V Harry Potter and the Sorcerer's Stone™ Aragog Chapter Game

[0255] Contents 1 Mini Game Book 4 Tree Trunk Web-Supports 1 Web Maze 1 Forest Background Piece 1 Harry Potter Mover 1 Flying Car Mover 1 Ron Weasley Mover 1 Six-Sided Custom Die (The Object Die) 1 Spinning Giant Spider 1 Six-Sided Numbered Die (Aragog) 4 Small Spiders 1 Label Sheet

[0256] Set Up

[0257] 1. Unfold game board.

[0258] 2. Apply labels to the Web Maze as the numbers indicate (see diagram 1).

[0259] 3. Using the 4 Tree Trunk Web-Spports, place the Web Maze firmly on the designated spot (Spot #A—see diagram 2)

[0260] 4. Attach Aragog (the Spinning Giant Spider) firmly to the center of the Web Maze. (Spot #B—see diagram 2)

[0261] 5. Roll the numbered die for each small spider and place the spider on the corresponding numbered graphic in the Web Maze (see diagram 3). If two spiders are placed on the same number, remove one spider. That spider will not be used for this game.

[0262] 6. Place the Forest Background Piece along the Mud Path (see diagram 2)

[0263] 7. Place the Flying Car Mover on the wooden sign that appears on the Mud Path.

[0264] 8. Each player rolls the numbered die. Highest roll plays with the Harry Potter Mover.

[0265] 9. Each player places their Mover at the beginning of the Web Maze (Labels of Harry & Ron) in the position indicated on the board. (see diagram 4).

[0266] Object

[0267] Successfully navigate your Mover through the Web Maze, avoiding Aragog and his family and be the first player to escape in the Flying Car

[0268] The Dice

[0269] This game contains two dice. One of the dice is an ordinary six-sided numbered die. The second die (the Object Die) has pictures and numbers—pictures of a car and pictures of a spider, each picture labeled with a 1, 2, or 3. When the spider appears on a roll, you rotate Aragog the number of web sectors indicated by the die. When the car appears, you move the Flying Car Mover the number of spaces indicated by the Object Die.

[0270] Let's Play

[0271] The player with the Harry Potter Mover goes first.

[0272] Navigating the Web Maze

[0273] 1. On your turn, roll both dice. Depending on what you roll on the Object Die, the following will occur:

[0274] If you roll the car symbol on the Object Die, move the Flying Car Mover clockwise along the Mud Path the number of spaces the Object Die indicates.

[0275] When you roll the spider symbol on the Object Die, you get to rotate Aragog clockwise or counter-clockwise the number of sectors indicated on the die (there are a total of 8 sectors on the web maze). If Aragog points toward either of the Movers after he stops spinning, that Mover is placed back on the starting space of the Web Maze.

[0276] 2. Once the results of the Object Die have been resolved, you may then move your Mover the number of spaces indicated on the numbered die. While in the Web Maze you can move both forward and backward, but you cannot pass through the members of Aragog's family (the small spiders). If you end your move on a space that Aragog is facing, you must return to the start of the Web Maze.

[0277] 3. Movers may not cross the purple lines on the Web Maze—these lines are barriers that you must travel around (see diagram 5)

[0278] 4. The two Movers cannot share the same space. If you land on a space already occupied by your opponent, move to the next available space.

[0279] 5. Once players have left the Web maze and reached the path, Aragog CANNOT send them back to the beginning of the Web Maze.

[0280] The Mud Path

[0281] 1. While on the Tiny Webs, you must always travel in a counter-clockwise direction following the path of inter-connected Tiny Webs (see diagram 6). The Flying Car Mover will be traveling in the opposite direction, moving clockwise around the Mud Path.

[0282] 2. The first player to land by exact count on a Tiny Web that is occupied by the Flying Car mover wins the game. If the Flying Car Mover lands on a Mover by exact count, that player wins.

EXAMPLE VI Harry Potter and the Sorcerer's Stone™ Halloween Chapter Game

[0283] Contents 1 Mini Game Book  1 Die 1 Troll Mover 10 Cards 1 Harry Mover  1 Card Holder 1 Ron Mover  1 Bathroom Door 1 Hermione Figure  1 Bathroom Wall

[0284] Set Up

[0285] 1. Unfold the game board.

[0286] 2. Shuffle the Cards and place them in the Card Holder.

[0287] 3. Place the following 3 game pieces on the edge of the board as directed:

[0288] Bathroom Door—By the “Harry” graphic. (See diagram 1)

[0289] Bathroom Wall—Middle section of game board. (See diagram 1)

[0290] Card Holder—Anywhere you choose. (See diagram 1)

[0291] 4. Place the Ron and Harry Movers on their Starting Space by the Bathroom Door (matching them up with their graphic images).

[0292] 5. Place the Hermione and Troll Movers in the opposite corner (again matching them up with their graphic images).

[0293] Object

[0294] First: One player must knock out the Troll. Then, once the Troll is out of the game, both players race to rescue Hermione. The first player to rescue Hermione is the winner.

[0295] Let's Play

[0296] 1. Roll the die. Player with the highest roll gets to play Harry Potter, and goes first.

[0297] 2. On your turn, roll the die and move the corresponding number of spaces. You can move in any direction except diagonally.

[0298] 3. Players are permitted to share a space.

[0299] 4. If you land on a “Picture” space (Broken sink, Broken tile, puddle of water, Drain) take a Card and lay it face up in front of you. Follow the instructions on the Card and then place it in the rear of the deck. See below under THE CARDS for more details.

[0300] 5. Once a player has “knocked out” the troll, that player must roll again and move.

[0301] 6. The Troll is now permanently out of the game and the race is on to save Hermione. See below under HERMIONE for more details.

[0302] 7. The first player to land on Hermione by exact count wins the game.

[0303] The Cards

[0304] 1. You only draw a Card if you land on a picture space.

[0305] 2. There are 2 types of Cards:

[0306] TROLL CARD (Troll Icon): Player who draws this card must move the Troll the number of spaces as indicated on the card

[0307] HARRY & RON CARD (Harry & Ron Icon): Player who draws this card must move their mover the number of spaces indicated on the card. This card allows players to attack the Troll. (Players can only attack the Troll when moving their mover the number of spaces indicated on the card)

[0308] 3. Only draw 1 Card on your turn.

[0309] For example: if you draw a Card, move and then land on another picture space, you don't get to take a second Card—that is the end of your turn.

[0310] 4. Return the Card to the rear of the deck after use.

[0311] The Troll:

[0312] 1. If the Troll lands on you by exact count, you get sent back to the Harry/Ron Start Space.

[0313] 2. If you land on the Troll by exact count, you have “knocked out” the Troll. (You can only attack the Troll if you draw a Harry & Ron card). The Troll is removed from the game.

[0314] 3. The player who knocks out the Troll must roll again and move.

[0315] Hermione

[0316] 1. Hermione cannot be rescued until the Troll has been knocked out.

[0317] 2. Hermione never moves.

[0318] 3. You must rescue Hermione by landing on the square she is on by exact count.

[0319] 4. The first player to rescue Hermione is the winner.

[0320] It is believed that the disclosure set forth above encompasses multiple distinct inventions with independent utility. While each of these inventions has been disclosed in its preferred form, the specific embodiments thereof as disclosed and illustrated herein are not to be considered in a limiting sense as numerous variations are possible. The subject matter of the inventions includes all novel and non-obvious combinations and subcombinations of the various elements, features, functions and/or properties disclosed herein. Similarly, where the claims recite “a” or “a first” element or the equivalent thereof, such claims should be understood to include incorporation of one or more such elements, neither requiring nor excluding two or more such elements.

[0321] Inventions embodied in various combinations and subcombinations of features, functions, elements and/or properties may be claimed in this or a related application. Such claims, whether they are directed to a different invention or directed to the same invention, whether different, broader, narrower or equal in scope to any original claims, are also regarded as included within the subject matter of the inventions of the present disclosure. 

What is claimed is:
 1. A game set comprising: a plurality of game boards, each game board including: a housing including an inner and outer surface, the inner surface including structure and indicia suitable for use as a playing surface, wherein the housing is movable from a first configuration to a second configuration, and wherein in the first configuration the playing surface is hidden and in a second configuration the playing surface is revealed; and wherein the structure, indicia, and rules for game play for each game board is based on different portions of a publication.
 2. The game set of claim 1, wherein in the first configuration the housing is shaped to resemble a book.
 3. The game set of claim 2, wherein the publication is a book.
 4. The game set of claim 3, wherein the portions are chapters of the book.
 5. The game set of claim 1, wherein each game board further includes playing pieces shaped to resemble elements of the publication.
 6. The game set of claim 5, wherein at least one of the playing pieces includes a clip that enables the playing piece to be secured to the housing.
 7. The game set of claim 5, wherein the housing is adapted to contain the playing surface and playing pieces when the housing is in the closed position.
 8. A method for recreating a three dimensional representation of a chapter book, the method comprising: providing a first play set configured to resemble a closed book when in a closed position including: indicia and figures based on a first chapter of a book; a game board including indicia based on the first chapter; a playing piece for use with the game board, the playing piece configured to resemble a character described in the first chapter; and rules for playing a game using the game board and playing piece; and wherein the second play set may be folded to resemble a closed book and unfolded to reveal the game board; and providing a second play set including: indicia and figures based on a second chapter of the book; a game board including indicia based on the second chapter; a playing piece for use with the game board, the playing piece configured to resemble a character described in the second chapter; and rules for playing a game using the game board and playing piece; and wherein the second play set may be folded to resemble a closed book and unfolded to reveal the game board.
 9. The method claim 8 wherein the first play set further comprises a decorative item configured to resemble an item described in the first chapter.
 10. The method of claim 8 wherein the second play set further comprises a decorative item configured to resemble an item described in the second chapter.
 11. A playing structure for acting out a multi-part themed story comprising: a plurality of interrelated play sets, each play set including: a housing that is movable from a first closed position to a second open position and wherein the housing resembles a book when in the closed position; a game board at least partially located on an inner surface of the housing, the game board being exposed when the housing is in the open position; rules for playing a game; and playing pieces adapted to be used on the game board; wherein each play set is based upon a different part of the multi-part themed story.
 12. The playing structure of claim 11, wherein the multi-part themed story is a book having multiple chapters and each play set is based on a different chapter of the book.
 13. The playing structure of claim 11, further comprising decorative items including indicia related to the multi-part themed story. 